Civ 5 Elithia Mod (Split from other topic)

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Civ 5 Elithia Mod (Split from other topic)

Post by thunderpants on Thu Sep 05, 2013 8:02 pm

Okay so we like civ, heck it's about building empires, why can't we use OUR empires.

This would be a total conversion probably and here are the ideas for it that I have, please dispute and discuss any ideas I put forward and suggest your own. If we get enough enthusiasm we could even start trying to add it.

Different Science Victory
No Diplomatic/Cultural Victories (Tools to be used for other victories)
City States are now Minor Civs, and have more power. Slightly more complex diplomacy and have a 5 city cap of their empire.
The ability to set up world congress like alliances, which provide benefits for it's participants.
Twice the number of Spies (At least imho, we need them for diplomats of which we had many.)
Twice the number of trade routes (Why is it so limited? We need internal supply routes represented
All of your Cities provides quests like city states do currently. Doing quests for your cities gives happiness, +production, "We love the King Days"
Cities can flip to other civilizations (Normally ones that border them) or unite to form their own minor civs if you are too unhappy.
Artifacts provide Science but less culture/tourism
Spy Satellites, point at city and reveal all tiles in a 5 radius, built like space craft.
Lux resources give bonuses like marble does
Airstrip tiles
Radar Base that reveals all tiles within a 7 tile radius on radar
+Sad from war
+Smile from peace

3 Different Ideologies: Environmentalism, Industrialisation, Multiculturalism
-Environmentalism focuses on conserving the environment and boosting the produce of tiles. It unlocks a Civilization Unique Unit and Tile Improvement.
=1 Unique Environmental Unit unlock
=1 No Movement penalty in Woods/Jungles
=1 +2 Smile, +2 Tourism, +2 Science for Natural Wonders
=1 Embargoed Luxuries generate Science
=1 +1 Food from farms
=1 Specialists consume -50% food
=1
=2 Unique Environmental Tile unlock
=2 Increase cap of recycling centres
=2 Factories don't cost Coal
=2 Clean up Wasteland
=2 Population eat -25% food
=2
=3 Can plant Forests, Jungles, Marsh and making plains to grassland and visa versa
=3 100% increase in food from buildings
=3
-Industrialism focuses on Production, Science and Gold. It unlocks a Civilization Unique Unit and Building.
=1 Unique Industrial Unit unlock
=1 +1 Production from Productiony Tile Improvements
=1 May buy Production buildings with faith
=1 Production from internal trades increased by 100%
=1
=1
=1
=2 Unique Industrial Building unlock
=2 +10% gold from trade routes where you have tech that they don't
=2 May have 1 trade with an embargoed player
=2 Gold boost when you steal technology
=2 Production boost in your cities with spies in
=2
=3 +Influence with CS's you trade with, -influence of the CS with everyone else
=3 50% off taxes from congress, 25% off unit matanence, 10% off building matanence
=3
-Multiculturalism focues on Diplomacy, Tourism, and Culture. It unlocks a Civilization Unique Unit and Building
=1 Unique Multicultural Unit unlock
=1 Trade routes provide culture
=1 Foreign Religions provide culture per follower in your cities
=1
=1
=1
=1
=2 Unique Multicultural Building unlock
=2 Open Borders provide 10% of their culture per turn to you.
=2
=2
=2
=2
=3 +1 Delegate per embassy that you own
=3 Embassies provide diplomats
=3 No negative diplomatic score for differing Ideologies, no unhappiness from influential ideologies.

New Units
-Bio-Weapons
-Chemical Weapons
-Hired Barbarians
-Mercenary Mechanics
-Air Trade Potential

Lots more Congress Proposals, and the projects each have a cooldown.
-Mutually Agreed Destruction
-Barbarian Crackdown (+Gold from Barbs, less spawns)
-Individual Civilization Army Tax
-International Aid (Can only be used on someone who has recently been in a war.)
-Just War (No Warmongering Status)
-Ban Chemical Weapons
-Ban Biological Weapons
-Force Peace (Ends a War)
-Revoke voting rights (Less Delegates)
-Ban Torture (Spies are harder to get civ from)

Each Social Policy unlocks a Civilization specific unlock when fully maxed, and 2 World Congress Proposals also some are reworked.
-Tradition
=Boost to bomb shelters
+Resolution that gives further boosts to World Wonders.
+Resolution that causes -50% :(from population, and +50% :(from the number of Cities. [Social Community]
-Liberty
+Resolution that stops settlers preventing population growth in cities whilst being produced. [New Frontier]
+Resolution that causes +50% :(from population, and -50% :(from the number of Cities. [United People]
-Honour
+Resolution that allows for a Gladiator Games world project
+Resolution that causes you to pay 50% less maintenance on units within your borders, 50% more when outside. [Honourable Guard]
-Piety
+Resolution that gives 1 Delegate to each civ for each holy city. [Religious Delagancey]
+Resolution that outlaws a religion, it no longer benefits from any follower, enhancer, or reformation belief.
-Patronage
=Focus of Diplomacy not just with city states
=More Spies/Diplomats
+Resolution that enforces a global 30 turn peace treaty [World Peace]
+Resolution that allows new spies to be trained quicker [Diplomatic Culture]
-Rationalism
=More science from artifacts
+Resolution that causes Great Works to provide -1 Culture and +1 Science [Science of Art]
+Resolution that unlocks the creation of an Aeroixicanicum or AED world Project.
-Exploration
=Actually based around exploration, not sea trade.
+Resolution that gives further boosts to Natural Wonders
+Resolution that grants Scouts access to all borders like open borders
-Commerce
=Focus on ALL TRADE
+Resolution that causes Trade Routes to yield 25% extra gold and causes luxuries to generate 100% extra gold for the trade route algorithm. [Free Market]
+Resolution that causes a 100% increase in Luxury Resources but causes each Luxury to generate 1 less Smile.
-Aesthetics
=Culture, Happiness and Cyanide and Tourism.
+Resolution that causes Great Works to generate +1 Culture but -1 Tourism. [Cultural Icons]
+Resolution that causes Great Works to generate -1 Culture but +1 Tourism. [Tourist Attraction]

Civilizations to Use
The Big 5
Current Members

Minor Civilizations
tbd


Last edited by thunderpants on Fri Nov 15, 2013 3:48 pm; edited 6 times in total

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Re: Civ 5 Elithia Mod (Split from other topic)

Post by JorgasElite on Thu Sep 05, 2013 8:38 pm

Every time it says "+1", it means it's adding on to the stats of something

Triple Alliance
T.A.


Unique Ability: InterGalactic Warpgates (Name or whole UA might be changed)
Trade Route Distance 2x, 1+ happieness from every luxury

UU: T.A. Marine
Moves through all terrain as if flat ground. Replaces Infrantry

UB: City Defence Plan
+100 Hitpoints, 25 Defense. Replaces Armory

Environmentalism:
UU: Peacekeeper
Kills lead to GA (Golden Age) development.
UI: Protected Land
+2 Happiness, 25% Defense

Multiculturalism:
UU: Royal Guard
+5 Strength. Bonus on Defending.
UB: Biologic Lab
+5 Happiness, +5% Science per Nation at war with. Research Lab.

Industrialism:
UU: Battle Cruiser
+1 Range. Must set up to fire.
UB: Vacuum Factory
10% science, +5 Production. Nuclear Plant.

Tradition: Chambers of History
UB: 3+ Culture, +5% Culture, +5% Science

Liberty: Royal Lineage
UU: Vandus Guard
Bonus in Friendly Territory, Strong as Paratroops in Friendly Territory

Honor: Legacy of Our Ancestors
+10% Happiness, +2 Happiness
+1 Food per Snow/Tundra Tiles

Piety: Harmonized Faiths
+25% Faith, +3 Happiness

Patronism: Represented Races
+20% Happiness, +25% Food from Minor Civs

Aesthetics: Green Cities
+20% Tourism, +10% Food

Commerce: Preserved Flora
+1 Vandusian Flora (Luxury)?
+15% Gold

Exploration: Subterranean Habitats
UB: +25 Defense, +50 Hitpoints, +3 Culture

Rationalism: Pioneering Biology
+20% Science, +5% Culture
Allows T.A. Marine to clean Fallout


Last edited by JorgasElite on Tue Sep 10, 2013 8:47 pm; edited 4 times in total

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Re: Civ 5 Elithia Mod (Split from other topic)

Post by thunderpants on Thu Sep 05, 2013 9:46 pm

Stealing Jorgas's Format

Notix & Trink Confedercy

Unique Ability: The Great Listeners
Can only generate Great Musicians, can build 3 Musician's Guilds. Great Works of Music provide +2 Food and +1 Happiness . Great works of Writing and Art provide no bonuses.

Unique Unit: Trink Coloniser
Creates a Trink Minor Civilization City that is initially Allied with the Notix. Further Colonisers add cities for the first Minor Civ.

Unique Building: Ice Gardens
Replaces Watermill. +2 Food, +1 Food from each Snow and Ice Tile, Provides Fresh Water

Environmentalism:
Unique Unit: Cryocommandoes
Moves through Snow and Tundra like Roads, can pass through Ice.
Unique Tiles: Ice Cavern Chambers
Acts and costs like Road (Railroad when unlocked) and is unpillageable.

Multiculturalism:
Unique Unit: Territorial Guard
Unit that is comparable to Great War Infantry outside the border, but Infantry inside friendly terriory
Unique Building: Trade Baron Den
+1% Gold, +1% Production and +1% Culture per International Trade Route.

Industrialism:
Unique Unit: Trink Battalion
Unit that is comparable to Great War Infantry, but heals quicker inside friendly territory
Unique Building: Trink Manufactory
+5 Engineer Slots, +20% Production when working on Trink, Armour or Modern Armour Units. (All Trink Minor Civs have these in every city.)

Tradition Deep Layer Bunker: Unique Building: Requires Masonry. +50 HP, -5% damage from Nuclear Strikes
Liberty Orchestra Network: Unique Building: Requires Acoustics. Culture increased by 25% when connected to Capital.
Honour Subterran Support Structures: Unique Building: Requires Masonry. City gains +50 HP and Walls, Castle, Arsenal and Millitary Bases each provide a further 25 HP.
Piety Resonant Reliquary: Unique Building: Requires Acoustics. 15% of Faith becomes Food. Food Burst in Cities when a Great Person is Consumed.
Patronage High Council Building: Unique Building: Provides 1 Delegate to World Congress, (Maximum 2 across the Empire.)
Rationalism Notix-Crani Laboratories: Unique Building: +1 Science per Specialist, 10% of Culture becomes Science
Exploration Observation Centre: Unique Building: Requires Acoustics Grants line of sight to all tiles within a 7 tile radius.
Commerce Otherworld Traders: Unique Building: Requires Currency. Gain Food and Production from International Trades involving this city.
Aesthetics Acoustic Alcove: Unique Building: Requires Acoustics. 15% of Culture becomes Food. Food Burst in Cities when a Great Person is Produced.


Last edited by thunderpants on Tue Sep 10, 2013 1:56 pm; edited 1 time in total

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Re: Civ 5 Elithia Mod (Split from other topic)

Post by Aegonian on Sat Sep 07, 2013 3:08 pm

Great ideas! If we can make this happen, that would be awesome!

As for the unique units, tiles etc for the Aegi, I'll have to come up with those later. I've only played two BNW games so far, one of which was in a mod that limits technological advances to Renaissance Era technologies, while the other is still quite early in the game. I've yet to find out exactly how the World Congress and such work, but I'll post my ideas here after I play BNW some more!

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Re: Civ 5 Elithia Mod (Split from other topic)

Post by kingnecromancer on Mon Sep 09, 2013 2:12 am

Union of Erixian Socialist Rebublics

Unique Ability: Erixia the Strong, Erixia the Free
Units gain 30%+ extra flanking bonus.

UU: Erixian Patriarch:
Heals 5+ health per turn of nearby units. Replaces Infantry.

UB: Hall Of Ancestors:
+2 Very Happy  Happiness for every 10 people in a city. Requires a Colloseum. 

Environmentalism (Spirituals):
UU: Spirit Warden
Fights at full strength even if injured.
UI: Spiritual center
+2 happiness, 50% combat bonus.

Multiculturalism (Ravenists):
UU: Raven
(TBD, Possibly a random bonus at the start of each game like the Kriss swordsmen?)
UB: Ravenium Manufactory
1+ Production per tile being worked.


Industrialism (Cybernetics):
UU: Cybernetic Trooper
30%+ against cities. 10%- against naval units.
UB: Hivemind A-1.
+20% science in all cities. May only be built once.


Tradition: Xorg Museums
UB: 5+ Culture. 3+ Gold.

Liberty: Inheritance of the Proletariat
-10% Unhappiness, +5 production per city
UU: Minutemen
Weak, no maintenance, cheap to build.

Honor: The Great and Honorable Erixians
+10% combat bonus for units that are being flanked.


Piety: United Ideas
+5 culture to cities with 2 religions.


Patronism: United Republics
Can puppet allied city-states after a number of turns.
UB: Delegate Mansions
+1 for every 2 delegates (if possible)

Aesthetics: Monumental Celebrations
+20% growth rate

Commerce: Controlled Economy
+3 gold per city with a market.
+3 production per city with a workshop.
+3 food per city with a granary.

Exploration: Eye of the People
UB: +25 hp per city, +20 defence.

Rationalism: Spiritual Science
+30% science bonus. +10 faith.


Last edited by kingnecromancer on Tue Sep 10, 2013 11:50 pm; edited 1 time in total

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Re: Civ 5 Elithia Mod (Split from other topic)

Post by thunderpants on Tue Sep 10, 2013 2:00 pm


Unique Ability: InterGalactic Warpgates (Name or whole Unique Abillity might be changed)
Trade Route Distance 2x, 1+ happieness from every luxury

Unique Ability: The Great Listeners
Can only generate Great Musicians, can build 3 Musician's Guilds. Great Works of Music provide +2 Food and +1 Happiness . Great works of Writing and Art provide no bonuses.

Unique Ability: Erixia the Strong, Erixia the Free
Units gain 30%+ extra flanking bonus.
Which one of these is best? I'd argue these are all balanced.


Unique Unit: T.A. Marine
Moves through all terrain as if flat ground. Replaces Infrantry

Unique Unit: Trink Coloniser
Creates a Trink Minor Civilization City that is initially Allied with the Notix. Further Colonisers add cities for the first Minor Civ.

Unique Unit: Erixian Patriarch:
Heals 5+ health per turn of nearby units. Replaces Infantry.
Late Game tough scouts, a free city state ally or mass healing infantry.  I would say that CS is the most powerful, followed by mass healing, followed by Scouting.


Unique Building: City Defence Plan
+100 Hitpoints, 25 Defense. Replaces Armory


Unique Building: Ice Gardens
Replaces Watermill. +2 Food, +1 Food from each Snow and Ice Tile, Provides Fresh Water

Unique Building: Hall Of Ancestors:
+5 Very Happy  Happiness in cities with at least one luxury resource. Building cannot provide more happiness then there are people in a city.
Tougher City, Abillity to use Snow/Ice Tiles or Huge Happiness boost. I would say that the happiness boost needs to be toned down a bit and it needs to replace another building.


Environmentalism:
Unique Unit: Peacekeeper
Kills lead to GA development.
UI: Protected Land
+2 Happiness, 25% Defense

Environmentalism:
Unique Unit: Cryocommandoes
Moves through Snow and Tundra like Roads, can pass through Ice.
Unique Tiles: Ice Cavern Chambers
Acts and costs like Road (Railroad when unlocked) and is unpillageable.

Environmentalism (SpiritUnique Abillityls):
Unique Unit: Spirit Warden
Fights at full strength even if injured.
UI: Spiritual center
+2 happiness, 50% combat bonus.
Faster Great artists, so faster golden ages, and a Unique Improvement that gives happiness and defense
A unit who has great manueverabillity in certain land and unpillageable roads.
Tough Unit, and a Unique Improvement that gives happiness and more defense defense.
I'd say all the units are balanced, with maybe the Peacekeepers being strongest.

Simple maths tells me that both improvements could give a maximum of 72 Happiness if every tile within a 3 tile radius of the city had it. 72 HAPPINESS!
I believe that all 3 UI's need a requirement to put the tile on, and even then I think that Spiritual Centres are the most powerful, being a 1-up of the protected land. And both are more powerful than protected roads.


Multiculturalism:
Unique Unit: Royal Guard
+5 Strength. Bonus on Defending.
Unique Building: Biologic Lab
+5 Happiness, +5% Science per Nation at war with. Research Lab.

Multiculturalism:
Unique Unit: Territorial Guard
Unit that is comparable to Great War Infantry outside the border, but Infantry inside friendly terriory
Unique Building: Trade Baron Den
+1% Gold, +1% Production and +1% Culture per International Trade Route.

Multiculturalism (Ravenists):
Unique Unit: Raven
(TBD, Possibly a random bonus at the start of each game like the Kriss swordsmen?)
Unique Building: Ravenium Manufactory
1+ Production per tile being worked.
Defensive unit, Defensive Unit, TBD.
All balanced I believe

+5 happiness, +Science when at war.
Tiny gold, production and culture bonuses.
Upto 37 extra production.

I think that the first should add the "Cannot provide more Happiness than population clause"
The second is weak in comparison to either
The 3rd is outright silly.

Manufactory > Most Wonders > Biologic Lab > Trade Baron Den


Industrialism:
Unique Unit: Battle Cruiser
+1 Range. Must set up to fire.
Unique Building: Vacuum Factory
10% science, +5 Production. Nuclear Plant.

Industrialism:
Unique Unit: Trink Battalion
Unit that is comparable to Great War Infantry, but heals quicker inside friendly territory
Unique Building: Trink Manufactory
+5 Engineer Slots, +20% Production when working on Trink, Armour or Modern Armour Units. (All Trink Minor Civs have these in every city.)

Industrialism (Cybernetics):
Unique Unit: Cybernetic Trooper
30%+ against cities. 10%- against naval units.
Unique Building: Hivemind A-1.
+20% science in all cities. May only be built once.
A siege tank, and a building providing 5 Production and +10% Science.
A quick healing unit, a building that provides 10 production at the cost of 5 population and +20% production bonus on certain things.
A unit that does bonus against cities and less against boats (When could melee hit boats, so this is ranged) and +20% science in every city wonder equivilant.

I would say that these are almost balanced but the Hivemind A-1 should either have a mantenence fee that scales with empire size, or should be +20% to this city and then need 1 in every city.


Tradition: Chambers of History
Unique Building: 3+ Culture, +5% Culture, +5% Science

Tradition Deep Layer Bunker:
Unique Building: Requires Masonry. +50 HP, -5% damage from Nuclear Strikes

Tradition: Xorg Museums
Unique Building: 5+ Culture. 3+ Gold.
Some sort of requirement on all the buildings? Otherwise balanced/


Liberty: Royal Lineage
15% Gold, -15% Unhappiness
Unique Unit: Vandus Guard
Bonus in Friendly Territory, Strong as Paratroops in Friendly Territory

Liberty Orchestra Network:
Unique Building: Requires Acoustics. Culture increased by 25% when connected to Capital.

Liberty: Inheritance of the Proletariat
-10% Unhappiness, +5 production per city
Unique Unit: Minutemen
Weak, no maintenance, cheap to build.
Gold Boost, Happiness boost AND stupidly early game paratroopers.
Culture Boost in cites connected.
Production boost, Happiness Boost, MAINTENANCE FREE MILLITARY UNIT.

What happened to A unlock? A, as in SINGULAR, as in ANTONYM OF PLURAL, as in 1 thing.
All need tech requirements.


Honor: Legacy of Our Ancestors
+10% Happiness, +2 Production, +2 Happiness
+1 Food per Snow/Tundra Tiles

Honour Subterran Support Structures:
Unique Building: Requires Masonry. City gains +50 HP and Walls, Castle, Arsenal and Millitary Bases each provide a further 25 HP.

Honor: The Great and Honorable Erixians
+10% combat bonus for units that are being flanked..
Is that a building that provides the boost? Or is it per city? HUGE happiness Boost, good production boost and access to use otherwise dud tiles.
Huge Defensive boost for cities.
The UA again?

I'd rather that these unlocks wheren't sweeping statements but unlocks for Unique buildings and units.

Anyway, the top is stupidly strong compared to the others.

Piety: Harmonized Faiths
+25% Faith, +5 Happiness

Piety Resonant Reliquary:
Unique Building: Requires Acoustics. 15% of Faith becomes Food. Food Burst in Cities when a Great Person is Consumed.

Piety: United Ideas
+5 culture to cities with 2 religions

Faith boost and more +5 Happiness, happiness shouldn't just grow on tree you know! And why 5?
Food for faith, food from Great People. Yay for Growth past Acoustics.
So +5 culture in any city near any other empire's city? or trading with?

Again I'd rather that these unlocks wheren't sweeping statements but unlocks for Unique buildings and units.

Other than that I'd argue that these are almost balanced.


Patronism: Represented Races
+20% Happiness, +25% Food from Minor Civs
Unique Building: Provincial Courthouse
-20% Unhappiness

Patronage High Council Building:
Unique Building: Provides 1 Delegate to World Congress, (Maximum 2 across the Empire.)

Patronism: United Republics
Can puppet allied city-states after a number of turns.
Unique Building: Delegate Mansions
+1 for every 2 delegates (if possible)

So HUGE Happiness Boost, and food from allied minors.
Max +2 Delegates
First bit will by universal, the second is that +1 delegate for every 2 delegates?

Yet again I'd rather that these unlocks wheren't sweeping statements but unlocks for Unique buildings and units.
What happened to A unlock? A, as in SINGULAR, as in ANTONYM OF PLURAL, as in 1 thing.

The first and last are really strong, the first is a universal strength, the last adds +50 delegates...


Aesthetics: Green Cities
+35% Tourism, +10% Food

Aesthetics Acoustic Alcove:
Unique Building: Requires Acoustics. 15% of Culture becomes Food. Food Burst in Cities when a Great Person is Produced.

Aesthetics: Monumental Celebrations
+20% growth rate
I'd Rather a physical unlock, but it makes influencing other much easier and makes cities grow quicker. The tourism bonus is greater than open borders....
Growth in cities based on Culture and Great People, again post Acoustic Growth!
I'd Rather a physical unlock, but a large Growth bonus.

Why has the culture tree become the growth of city tree? Anyway the first is strongest, then the 3rd, then the 2nd.


Commerce: Preserved Flora
+1 Vandusian Flora (Luxury)?
+15% Science

Commerce Otherworld Traders:
Unique Building: Requires Currency. Gain Food and Production from International Trades involving this city.

Commerce: Controlled Economy
+3 gold per city with a market.
+3 production per city with a workshop.
+3 food per city with a granary.
What happened to actual buildings now? was I not clear enough?
+4 Happiness and Science Bonus.
+Production and +Food for trading after a research
More than 100% bonus on the effectiveness of Markets, Workshops and Granaries. Or did that mean that internal trade routes gave that?

3rd, 1st, 2nd on strength. All need more requirements, maybe the 1st should give gold not science, this is a money tree!


Exploration: Subterranean Habitats
Unique Building: +25 Defense, +50 Hitpoints, +3 Culture

Exploration Observation Centre:
Unique Building: Requires Acoustics Grants line of sight to all tiles within a 7 tile radius.

Exploration: Eye of the People
Unique Building: +25 hp per city, +20 defence.
Defense boost and culture
Early game radar centre (A building that will be available to all at Radar)
Defense boost that scales based on number of cities?

What do the 1st and 3rd have to do with exploration?
Why does the 3rd give +200HP at 8 cities?


Rationalism: Pioneering Biology
+35% Science, +5% Culture
Allows T.A. Marine to clean Fallout

Rationalism Notix-Crani Laboratories:
Unique Building: +1 Science per Specialist, 10% of Culture becomes Science

Rationalism: Spiritual Science
+30% science bonus. +10 faith.
I'd rather it where a building, which gave all trained units the abillity to clean fallout, need a tech requirement. Huge science boost should be tuned down a tad maybe to 25%? It does have other bonuses!
The culture becomes science bonus is a bit much, the first abillity is quite strong strong enough.
Again maybe +25% science for the city it's built in. Needs a tech requirement.


Tl:dr:
Tech Requirements
1 unlock per policy preferabaly a Unique Building or Unique Unit
+5 Happiness is silly
Remember what the social tree is for
Take everything with a pinch of salt, I'm ill and Grumpy.

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Re: Civ 5 Elithia Mod (Split from other topic)

Post by kingnecromancer on Tue Sep 10, 2013 11:47 pm

Honest review for honest people. 2 thumbs up.

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Re: Civ 5 Elithia Mod (Split from other topic)

Post by thunderpants on Sat Sep 14, 2013 2:59 pm

Okay time for more suggestions.

UNIVERSAL Buildings.

Radar Centre:
Requires Radar: Grants line of sight to all tiles within a 7 tile radius.

Nuclear Fusion Plant
Requires Nuclear Fusion: Nuclear Plant with no Uranium Cost

Particle Accelerator
Requires Particle Physics: National Wonder, requires research labs in every city. Grants +2 Science for every scienctist specialist.

UNIVERSAL Technologies.

Genetic Engineering
Requires Ecology
Farms provides +1 Food and +1 Science

Technology Tweaks

Globalisation
Add Grants +2 Trade Routes

Internet
Add Grants +1 Science for every 4 Citizens in the city

Mobile Tactics
Add Improves unit move speed on Roads

Dynamite
Add grants +1 Production from Mines and Quarries
Add grants all units +25% damage against cities

Rifling
Add increases cities ranged attack power by 25%

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Re: Civ 5 Elithia Mod (Split from other topic)

Post by kingnecromancer on Sat Sep 14, 2013 4:15 pm

Since it's unrealistic to suggest we all start in the ancient era, perhaps the mod could start with the future tech and go from there? 

So it would be future tech, branching off into new era's. This would allow us to stretch our imagination and give the game a new pace Razz

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Re: Civ 5 Elithia Mod (Split from other topic)

Post by thunderpants on Sat Sep 14, 2013 8:28 pm

I know that the point at which I joined THEA space travel had only just be invented by most races. Plus I feel that if we start from the ancient era we can have better long term development of races and the destruction of some races entirely.

One idea I had was that say the map had 6 races, 24 civ would spawn, with 4 of each race relatively close together. That way the first hurdle for every race is to unite their race.

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Re: Civ 5 Elithia Mod (Split from other topic)

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